Jump to content

CrometheusVI

Member
  • Posts

    27
  • Joined

  • Last visited

Everything posted by CrometheusVI

  1. [SimpleStatus] CustomVitals backend is available through SimpleStatus Internal CustomVitals Wrapper.
  2. appreciate the elaboration. if i shall observe this behavior with your updated version i'll chime in and let you know searching Legacy CUI integration does not find a result in console log
  3. quickest support on this platform bless your soul sure thing confirmed 1.3.1 oxide advanced status = not installed 12 player online 00:30 decreasing player count eu server permission status cfg attached [SimpleStatus] UseCustomVitals is enabled, but the CustomVitals backend is unavailable (Facepunch CustomVitals API is unavailable). Falling back to Legacy CUI. prior reload - after permstatus cfg.json
  4. greetings, since the force wipe update, simple status allocates increasingly more server resources, especially cpu time. a reload last night calmed whatever is going on for almost 24h until it started again. config values are default and permission status latest version is being utilized { "ChatMessageSteamId": 0, "ToggleStatusCommand": "ts", "UseCustomVitals": true, "UseInternalCustomVitalsWrapper": true, "ForceCustomVitalsForUnsupportedStatuses": false, "IgnoreAdvancedStatus": false }
  5. @shady14u when a turret is destroyed Failed to call hook 'OnEntityKill' on plugin 'SimpleTurrets v1.0.8' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.SimpleTurrets.OnEntityKill (BaseNetworkable entity) [0x0002a] in <015e721913aa4db0bf06727a4d1bf523>:0 at Oxide.Plugins.SimpleTurrets.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0044e] in <015e721913aa4db0bf06727a4d1bf523>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
  6. I see it's a global setting, so it's not possible to use different currencies for different cases, as it is with your Cases plugin. Prestige Coin for Prestige Case and BitCoin for BitCoin Roller Case etc Thanks for replying
  7. @Mevent hi, custom currency to open cases is not supported? if not, i like to suggest the implementation of the og cases method, which could allow depositing not only keys as currency but defined custom currency (item/skinid) until used, perhaps with the config option to true/false custom currency deposit
  8. @Martianplease implement DisplayName to ResourceItem private class ResourceItem { [JsonProperty(PropertyName = "Shortname")] public string Shortname { get; set; } [JsonProperty(PropertyName = "SkinId")] public ulong SkinId { get; set; } = 0UL; [JsonProperty(PropertyName = "Amount")] public int Amount { get; set; } [JsonProperty(PropertyName = "Display Name")] public string DisplayName { get; set; } = string.Empty; } Apply the custom name during creation Current: var item = ItemManager.CreateByName(resource.Shortname, resource.Amount, resource.SkinId); item.SetFlag(ExtractedItemFlag, true); to: var item = ItemManager.CreateByName(resource.Shortname, resource.Amount, resource.SkinId); if (!string.IsNullOrEmpty(resource.DisplayName)) item.name = resource.DisplayName; item.SetFlag(ExtractedItemFlag, true);
  9. hi @Mercury, is there a (permission based) command available to spawn in a specific drone profile to player pos for testing purposes? i don't see a reference on the page or in the config, assuming these hasn't been implemented.
  10. Please update the item refund to inventory logic, allowing item duping. https://codefling.com/files/sc/28797-dupe-by-placing-box Fix by removing NextTick(() => GiveFarmProItem(player)); if (Vector3.Distance(pos, otherEnt.transform.position) < limit) { NotifyPlayer(player, "TooClose"); NextTick(() => GiveFarmProItem(player)); return false; } to if (Vector3.Distance(pos, otherEnt.transform.position) < limit) { NotifyPlayer(player, "TooClose"); return false; } The other refund paths in OnEntityBuilt() and farmpro.remove should remain because those happen after an entity actually exists and is being deleted.
  11. I cannot post in support section (server admin not the owner) @Martian When a farmpro is placed in the radius of an already placed box, it's refuned to inventory instead of just blocking deployment, duping the item infinitly. https://cdn.discordapp.com/attachments/1502760120512282794/1502760452575465642/RUST_2026.05.09_-_20.51.38.01.mp4?ex=6a018afb&is=6a00397b&hm=dd39a8ff69e4d7ebdbdd8fa329ecdf5dfcb7be6a2dfa5a7266f399961b8a5281&
  12. @unablecainyes, but it will show as metal.fragments, customitemname is needed. here for the reminder @Martian
  13. Feature Request: keep custom item name and (skin id) icon during the servers purge day (preferably vanilla pvp), we like to have custom items operate on default item.shortname values, without the automatic rename to fallback item and exclamation mark after unloading. best regards
  14. greetings, thank you for considering this feature request. during the servers purge day (preferably vanilla pvp), we like to have custom items operate on default item.shortname values, without the renaming to fallback item and exclamation mark after unloading the plugins. best regards
  15. Greetings, very admirable that you're trying to assist server owners. i am an admin to medusa @ support ticket, there i cannot type. Adding ItemName/ItemText format, would allow itemperk enhanced items as main bossmonster loottable drops, e.g which will result in 500% Lumberjack chainsaw. "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 1, "ShortName": "5xchainsaw", "Minimum": 1, "Maximum": 1, "Chance probability [0.0-100.0]": 15.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 111111112, "Text": [Lumberjack 5], "Name (empty - default)": "Golden Chainsaw 5X" The legendary items defined by the boss drop profile have less than 1% chance on the server, what makes normal 5x tools redundant to add and only pollute the pool. Furthermore the chainsaw and jackhammer can be bought in shop for 3 million $. The screenshot above exemplified a 5x tools entry from the Rust Kits plugin, which is used for a Prestige Kit. If you like to help you could link this post to the designated thread for the developer to see https://codefling.com/files/support/25873-items-bag-disappear-map-terrain-bug-sometimes/ Thx again for your attention to the matter and trying to assist.
  16. which line in the .cs are handling the auto on i.o entities? using a garage door in a custom build Questhouse is constantly triggering it's activation. best regards Edit: disable auto lights/io entities on private static bool IsIgnoreClass(BaseEntity entity) => entity is Workbench or BaseVehicle or Door or IOEntity; or excluding garage door private static bool IsIgnoreClass(BaseEntity entity) => entity is Workbench or BaseVehicle || entity.PrefabName.Contains("wall.frame.garagedoor");
  17. Feature request: adding Hotbar as eligible inventory slots for legendary drops
  18. Feature Request: ItemName format, allowing itemperk enhanced items as drops example
  19. Bug report I cannot submit a support query (as an admin to a server owner). apparently facepunch changed some npc prefab names
  20. Feature suggestion: adding permission based profiles [VIP] as it is present for CW. thank you for consideration
  21. Suggestion: "Custom Item Name":
  22. Failed executing console command 'ipconfirmenhance' in 'Item Perks v1.0.25 by imthenewguy' [callback] (Object reference not set to an instance of an object) at string Oxide.Plugins.ItemPerks.GetOwnershipDescription(BasePlayer player, Item item, bool found) in /home/rustserver/serverfiles/carbon/plugins/ItemPerks.cs:line 1852 at void Oxide.Plugins.ItemPerks.EnhanceExistingItem(BasePlayer player, Item item, Perk perk) in /home/rustserver/serverfiles/carbon/plugins/ItemPerks.cs:line 5093 at void Oxide.Plugins.ItemPerks.ConfirmEnhancement(Arg arg) in /home/rustserver/serverfiles/carbon/plugins/ItemPerks.cs:line 5060 at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture) Server is running ItemPerks Legendary Items 1.0.4 as well Ive dealt with a few player reports now, over past four days where ekits randomly become unusable, when you try to select a piece of gear for enhancement, no armour or weapons shows up for selection, even if the item has no enhancement on it. When a new kit of the same type is spawned in, it works fine. Reloading the plugin doesn't resolve it. video showcasing: https://cdn.discordapp.com/attachments/1404559758144311357/1404559760371749137/RUST_2025.08.11_-_21.01.44.01.mp4?ex=689c4a76&is=689af8f6&hm=3b929006f1667c66aaafbbe849efc37d0cf2defb2827d3f79b0e7048691ea037&
  23. An added blacklisting logic for items (and skin ids) would be a great addition.

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
3.1m
Total downloads
Customers
12.1k
Customers served
Files Sold
171.9k
Total sales
Payments
3.7m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.